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About tinter

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    Gunnery Sergeant

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  1. New release again! Turns out that this script would stop missions from loading when played on a dedicated server. G4rrus reported and nearly fixed this himself. Get it here! And my apologies to anyone who might've tried to use this on a dedicated server, only to get a confusing and hard to diagnose result.
  2. I can't remember the details well enough to tell you without having to analyze my code. Your best bet would be to use the ingame function viewer so you can see what the actual code of the CBA functions do. Even the headers usually tell you what the function is for, along with any deviation from similar functions.
  3. Thank you, I'm glad to hear when someone finds this useful. As for why I use the CBA functions, it's because I think their functions are nice and convenient. I'm not sure if any of the functions I've used have a vanilla function that does the same. I find that even if they seem to be the same they might often differ in the details. As for modifying the script, you are allowed to modify it in any way you see fit, but of course I can't give you permission for any CBA stuff.
  4. Thanks for all the feedback, a late reply as I was on vacation. The amount of furniture is probably the biggest impact on performance, more so than actually spawning it, but Diwako is right that they're all local simple objects. I think the compositions and thus also the amount of furniture per building, should be decided by the individual mission maker with regards to how much they want to compromise and what else is in their mission. I've thought about making modules and such, but that would require me to make this into a mod. It could probably be made into a mod, but I think overall that the concept fits a script best, as the mission really needs to be added with furniture in mind. You could get away with this, by letting the player set the furniture, but first of all respecting mission settings, if any, and having a debug menu to remove furniture in houses that shouldn't have them. Maybe some day, but probably not for the near future.
  5. Sounds to me like you don't want to take objects you've placed in eden, but objects that are part of the map? If you have a grabber or placer function that takes a list of objects, you can pass it the output of nearestObjects to get a list of map objects. You can run this from the debug console in the eden editor If not then, you will probably have to code some function to save and load it manually.
  6. So through finishing my semester thus finally getting a break from Uni and a prod from @haleks (Sorry to say that I couldn't use your solution), I've been working on this again over the past three weeks. I'm pleased to now release Version 2 of Tinter furniture, I'm really proud of the changes that I have introduced and I do think that it's much nicer than it was before. Here is a commentated list of changes. And of course, what would this be without some pictures? As always, the newest release can be found at https://github.com/Tinter/Tinter-Furniture/releases
  7. tinter


    Although it looks like copying code from the forums copies some illegal characters that Arma complains about. That took me a few minutes of being confused.
  8. tinter


    Thank you @haleks for solving the problem and thank you @haleks and @LSValmont for notifying me. I've implemented the change myself and I can see that it helps.
  9. I'm excited to hear about someone actually using it, and sorry for the late reply. I'm sorry to say that I only have the compositions that are included. A big hurdle is actually making them because I'm not very creative. By all means, use the script as you see fit. The thing I care most about is that the code stays free for people to use. If you've made any progress in the last few months since your reply, do let me know! And if you have any compositions you'd like to share, you can either make a pull request or share them with me and I could include them when I have time.
  10. I've opened a ticket for the cache, it's a good idea, I'll have to see if I can implement it without too much overhead. For now though, I've added the compositions by EO (Thanks again!) along with some from @diwako and @G4rrus from a mission of theirs. It requires CUP, but I think they're very nice.
  11. Thank you! I've taken a look at them, and while it requires ravage mod, I did manage to open it without. I like the look of the interiors and I'm now in the process of converting them. I've also made some clean versions without blood and garbage. You should be happy that you're not converting them, since it turns out that medical garbage is also of type House_F. A bit annoying, but not a huge issue.
  12. I have added a couple of videos to showcase the script and to show how to add compositions. I hope people will find it simple enough.
  13. Nothing helps you find bugs like releasing things. I have to say this is the first time I've been screwed over by the Arma 3 scheduler itself. Oh well, I guess it's my fault since this might be the first time I've actually tested the script in Kavala. It does stutter a bit when updating, but now it actually works. I hope I can make some more optimizations, but it will not be my priority right now.
  14. Also I do not know how they handle buildings being destroyed, but here I have decided that furniture gets destroyed along with it.
  15. I hope you can get some use out of it! I haven't actually seen Phronk's and Haleks' scripts. Very interesting! To compare this script with theirs, it looks like the main difference of this is that you can (and at this point in time, will have to) define compositions of your own. So if your mission requires messy or if you require clean furniture you can choose. Downside is of course how I haven't made many compositions so you'll have to do it yourself. This is why I'm very interesting in crowdsourcing. This script is built around the idea of adding your own compositions, so that is why I also have scripts to export these. Looking at the the ravage script, it seems they work in very similar ways too. This script will select random compositions(If they exist) and thus has to synchronize that, but I don't know if their scripts have to deal with that at all, maybe they just use one per house? It seems their scripts do not spawn the objects on dedicated servers. I would think this would cause AI to ignore it, whereas they would normally act like they can't see through it. I only looked at Phronk's thread, but it seems it works on towns, through triggers. This script is meant to be more seamless, looking for every building you come across. I think those are the points worth noting, but this is not an exhaustive list. On another note, I'm going to make a small video to try and illustrate how to build and use compositions.